Sorry, readers for the lack of updates last week.
I had planned to do my customary Top Ten list in the first week of the month like I do most months, this time on the new rules that kicked in July 1. But every time I sat down to write it up, I found myself either uninspired and bored with it or unable to write a decent countdown.
I don’t think I’m burning out. It’s just that unlike in last year’s rule overhaul, it was much harder to I.D. clear winners and losers, much less rank them.
So, here’s a super-condensed version for you:
WINNERS
- Sharpshooters: With the 2012 rules, they can draw line of fire past opposing characters all the time, not just when attacking. This is huge for Probability Control, Perplex and Outwit.
- Great Size: They got the ability to move right over even characters as big as themselves.
- Duos: Got the new Split ability to swap in the component characters instead of the duo figure. Certain duos could really benefit.
- Tiny Size: Finally, there’s a mechanic for the little guys in HeroClix to finally make them feel more like the characters they represent.
- Expensive Super-Strength characters and Stealth: This is because of the new Ultra Heavy Object mechanic. Ultra heavies deal +3 damage, can only be lifted by 100-plus-cost characters, can’t be thrown or TK’d and require 4 damage to wreck (making them good hiding places for Stealth).
- Earthbound/Neutralized: Wait, what? It’s true. Where before it killed off the character’s abilities, now it only changes the symbols, allowing the affected character to use abilities from an outside source.
- Multi-base figures: Before they needed openings large enough to move their entire base through. Now they only need one square like normal characters.
- Pulse Wave now ignores even hindering terrain!
- Leap/Climb: now ignores characters for movement, allowing it to circumvent some special powers and team abilities.
LOSERS
- Other duos: Some duos have no component characters to Split into (Gertrude Yorkes and Old Lace, for one), and some aren’t priced right to split (Merry and Pippin).
- Cheap Super Strength: They’re locked out from using ultra heavy objects.
- Multi-base characters: Can’t be carried or placed diagonally. (Exception: peanut bases can still end up diagonal.)
- Telekinesis: Can’t handle the new ultra heavy objects.
- Alter Egos and other figure-swap characters: now there’s a two-per-hundred-points limit on figures you can have on the “sideboard.” Could be a problem for Beast Boy or Hank Pym, who each have three or more figs they can switch to. But only rarely.
So you see, there really wasn’t a whole lot to write home about this year. S’okay. Now it’s on to the new Chaos War set releasing this Wednesday. Expect the latest Heroclixin’ pocket checklist and a Chaos War edition of Token Totin’ this week as well.
Didn’t Leap/Climb always ignore character on movement?
Mostly.
In the 2011 rules, L/C could specifically move through enemy characters and squares adjacent to same but was still subject to stuff like Kingdom Come team ability or Special Powers like Gertrude Yorkes & Old Lace’s “Arsenic” that activate upon becoming adjacent. In 2012, L/C uses Improved Movement — Ignores characters. That means L/C now circumvents those abilities as well.